Colossal Wave (Ex) By spending one
point of mythic power, the mythic white whale may, as a standard action, use
its tail to create an enormous wave on the surface of the ocean.All creatures and objects in the water in a
120 ft. cone are subject to a bull-rush combat maneuver.Ships in that area are subject to a capsize
maneuver.The whale makes one combat
maneuver roll and compares the results to each target in the area.

Engulf (Ex) By spending one point of
mythic power, the mythic white whale can engulf creatures in its path as part
of a standard action. It cannot make other attacks during a round in which it
engulfs. It merely has to move over its opponents, affecting as many as it can
cover. Targeted creatures can make attacks of opportunity against the whale,
but if they do so, they are not entitled to a saving throw against the engulf
attack. Those who do not attempt attacks of opportunity can attempt a Reflex
save to avoid being engulfed—on a success, they are pushed back or aside
(target’s choice) as the whalemoves forward. It can only engulf creatures or
vehicles of Huge size or smaller.The
whale may attempt to swallow whole all targets as a free action.If the whale fails to swallow whole, the
target remains inside the belly of the beast, but does not take damage or gain
the grappled condition.The save DC is Constitution-based.

Perfect Specimen (Ex) As the ideal of
its kind, resources harvested from the remains of this mythic animal, such as
its hide or blubber, are of the highest quality.A craftsman using these resources gains a +8
bonus to their craft check and the resulting item must be masterwork quality.The resources are generally worth 10 times as
much as they would be from a common source.

Smash Breech (Ex) As a full-round
action, a great white whale can make a special charge attack against creatures
on the surface of the water. At the end of its charge, the whale breaches, then
slams down onto the target with incredible force. Any Huge or smaller creatures
in the whale’s space must make a DC 27 Reflex save or take 4d8+30 points of
bludgeoning damage and be forced into the nearest square that is adjacent to
the whale. This breach automatically attempts to capsize any boats caught
wholly or partially in this area. The save DC is Constitution-based.

Swallow Whole (Ex) A creature does not
automatically free itself from the swallow whole or engulf with a natural 20 on
a grapple check.Furthermore, it may, as
an immediate action, attempt a new grapple maneuver to continue doing damage
with its swallow whole ability if a creature it has swallowed deals damage to
it.

Mythic great
white whales are a thing of legend and myth, driving whalers and pirates mad
with greed or fear.Even an experienced
sailor may gaze on one with wonder, but always with a sense of dread.An ambitious captain make try and poach one
for its top quality blubber and tough hide, but such hunting attempts often end
in disaster.

While a
generally docile creature, the mythic great white whale becomes a terror when
roused.Small whaling fleets have been
capsized with the flick of its tail, and it can crush whole ships in its
powerful jaws.While these beasts don’t
generally hunt humans, they have been known to swallow smaller ships entirely
whole, digesting the remains over years.Salty sailors tell tales of men living in their cavernous stomachs for years
on nothing but raw fish.

If left
alone, mythic great white whales will feed on any food supply small enough to
swallow.This may include pods of
dolphins, orcas, and the occasional aboleth.

Attributes: Like most warrior types you need to have good physical stats though you can get by on a lowish con if you’re a skirmisher...

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